Exemple #1
0
        /// <summary>
        /// Create and place and DungeonRooms and Corridors from the generated dungeons.
        /// </summary>
        /// <param name="dungeon">The dungeon that was just generated.</param>
        /// <param name="levelNumber">The number of the level.</param>
        /// <param name="timer">The current used DungeonTimer.</param>
        /// <returns></returns>
        public IEnumerator CreateRooms(Dungeon dungeon, int levelNumber, DungeonConfig config, DungeonTimer timer)
        {
            List <DungeonRoom> dungeonRooms = new List <DungeonRoom>();

            DungeonDict.Instance.ResetRooms(dungeon.Rooms.Length + dungeon.Corridors.Length);

            GameObject prefabDoorLR = RegionDict.Instance.PrefabDoorLR;
            GameObject prefabDoorUD = RegionDict.Instance.PrefabDoorUD;

            // Create DungeonRooms
            for (int i = 0; i < dungeon.Rooms.Length; i++)
            {
                GameObject dungeonRoomObject = Instantiate(DungeonCreator.Instance.PrefabDungeonRoom);
                dungeonRoomObject.transform.parent = DungeonCreator.Instance.RoomsContainer;

                DungeonRoom dungeonRoom = SetRoomType(dungeon.Rooms[i], dungeonRoomObject, levelNumber, config);
                // set room id
                dungeonRoom.id = i;

                DungeonDict.Instance.Register(dungeonRoom);

                SetRoomBorder(dungeon, i, dungeonRoom);
                SetRoomObjects(dungeon.Rooms[i], dungeonRoomObject, dungeonRoom);
                SetDoors(dungeon, prefabDoorLR, prefabDoorUD, i, dungeonRoomObject, dungeonRoom);

                dungeonRooms.Add(dungeonRoom);
                dungeonRoom.OnFullyCreated();

                if (timer.ShouldWait())
                {
                    yield return(timer.Wait(0.9f + ((i * 1.0f / dungeon.Rooms.Length) * 0.05f)));
                }
            }
            // Create corridors.
            for (int i = 0; i < dungeon.Corridors.Length; i++)
            {
                Corridor   corridor       = dungeon.Corridors[i];
                GameObject corridorObject = new GameObject("Corridor_" + i);
                corridorObject.transform.parent = DungeonCreator.Instance.CorridorContainer;

                CorridorRoom corridorRoom = corridorObject.AddComponent <CorridorRoom>();
                corridorRoom.id            = dungeon.Rooms.Length + i;
                corridorRoom.walkableTiles = corridor.GetWalkableTiles();
                corridorRoom.direction     = corridor.Size.y == 3;
                SetCorridorBorder(corridor, corridorRoom);
                DungeonDict.Instance.Register(corridorRoom);
            }
        }
Exemple #2
0
        /// <summary>
        /// Generates specific values for the DungeonType.
        /// </summary>
        /// <param name="room">The current room.</param>
        /// <param name="dungeonRoomObject">The gameobject to which the room should be generate don.</param>
        /// <param name="levelNumber">The number of the level.</param>
        /// <returns>The fully generated DungeonRoom.</returns>
        private DungeonRoom SetRoomType(Room room, GameObject dungeonRoomObject, int levelNumber, DungeonConfig config)
        {
            switch (room.Type)
            {
            case RoomType.Start:
                StartRoom startRoom = dungeonRoomObject.AddComponent <StartRoom>();
                if (Player.LocalPlayer.isServer && levelNumber == 0)
                {
                    startRoom.SpawnItems(RegionDict.Instance.StartingRoomPickables, DungeonCreator.Instance.TilePositionToWorldPosition(room.Position + (room.Layout.Size / 2)));
                }
                return(startRoom);

            case RoomType.Combat:
                CombatRoom combatRoom = dungeonRoomObject.AddComponent <CombatRoom>();
                combatRoom.ThreatLevel    = room.TileCount;
                combatRoom.enemiesToSpawn = new EnemyObject[combatRoom.ThreatLevel / 48];
                for (int j = 0; j < combatRoom.enemiesToSpawn.Length; j++)
                {
                    combatRoom.enemiesToSpawn[j] = RandomUtil.Element(RegionDict.Instance.EnemiesToSpawn);
                }
                return(combatRoom);

            case RoomType.Loot:
                LootRoom lootRoom = dungeonRoomObject.AddComponent <LootRoom>();
                lootRoom.pickables = new Pickable[room.TileCount / 48];
                for (int j = 0; j < lootRoom.pickables.Length; j++)
                {
                    lootRoom.pickables[j] = RandomUtil.Element(RegionDict.Instance.LootingRoomPickables);
                }
                return(lootRoom);

            case RoomType.Shop:
                ShopRoom  shopRoom = dungeonRoomObject.AddComponent <ShopRoom>();
                const int numItems = 4;
                shopRoom.shopItems = new Pickable[numItems];
                shopRoom.locations = new Vector2[numItems];
                // TODO: Replace Pickabledict with dungeon config shop pickables.
                for (int j = 0; j < numItems; j++)
                {
                    int rnd = Random.Range(0, config.shopItems.Length);
                    shopRoom.shopItems[j] = config.shopItems[rnd];
                    shopRoom.locations[j] = room.Position + new Vector2Int((int)room.GameObjects[j + 4].Position.x, (int)room.GameObjects[j + 4].Position.y);
                }
                shopRoom.SpawnItems();
                return(shopRoom);

            case RoomType.Boss:
                BossRoom bossRoom = dungeonRoomObject.AddComponent <BossRoom>();
                bossRoom.bossObjects = new BossObject[] { RandomUtil.Element(RegionDict.Instance.BossesToSpawn) };
                DungeonDict.Instance.SetBossRoom(bossRoom);
                return(bossRoom);

            case RoomType.Empty:
                EmptyRoom emptyRoom = dungeonRoomObject.AddComponent <EmptyRoom>();
                return(emptyRoom);

            default:
                throw new System.Exception("Unknown room type! (" + room.Type + ")");
            }
        }